I want the client’s character to persist in world when he’s leaving the session.
So I overriden AController::PawnLeavingGame() to avoid Character destroy.
Now the problem is, when a client leave the session (calling DestroySession + OpenLevel), his character anim is “freezed” from server view and I can’t figure out how to avoid this.
In fact, character AnimInstance stop executing EventBlueprintUpdateAnimation() on server.
I found that calling Unpossess() “freeze” the anim instance if it’s called from client instead of server. Calling OpenLevel also freeze the anim.
How to keep running the AnimInstance on server when a Client leave the session ?
Any help is greatly appreciated!